Submission to International Journal of Intelligent Games and Simulation, Penny Baillie-de Byl
© IJIGS/University of Wolverhampton/EUROSIS
1
A SIX-DIMENSIONAL PARADIGM FOR GENERATING EMOTIONS IN VIRTUAL
CHARACTERS
Penny Baillie-de Byl
University of Southern Queensland
Toowoomba, Qld., Australia. 4350.
E-mail: penny.baillie@usq.edu.au
KEYWORDS
Affective Computing, Intelligent Agents,
Computerised Characters, Emotions
ABSTRACT
The paper outlines an emotionally intelligent agent
design for use in computer games. The agent is
designed to provide users with a rationally
unpredictable adversary or companion in virtual
environments. An overview of the agent's
emotional assessment mechanism are given
followed by an assessment of the agent when used
to model a computerized pet dog.
INTRODUCTION
Until recently, giving computers emotional abilities
was the realm of science fiction (Stern 1999).
However, much work is currently being performed
by small groups of researchers around the world to
enhance the field by giving computers affective
capabilities. The motivation behind this work has
been to allow computers to emulate areas of human
behaviour, in order to increase information-
processing efficiencies.
Research into the development of intelligent agents
has long been established, however it has not been
until recently that the realm of producing
emotionally believable human-like artificial beings
been explored. This evolution has been a natural
extension of agent research and seeks to improve
agent performances in simulating human elements
in domains ranging from enterprise modelling to
interactive fiction. One such domain that has
mostly been ignored, but for a few dedicated
researches, that would greatly benefit from this
research is that of computer games and interactive
fiction. The advent of the web and the profile
change in computer consumers has generated a
much larger potential gaming population.
However, the bulk of games today still reflect the
characteristic of initial developments and capturing
the imaginations of new computer users is now a
challenge. One such draw card will be the
development and integration of intelligent, human-
like artificial adversaries and companions to fire
new fantasies and gaming challenges.
Chris Crawford, in his industry journal “Interactive
Entertainment Design”, comments about the
current state of the games industry as having
reached “a state of moribund stasis”. We now see
much of the PC consumer population being made
up of non-gamers, whilst the vast majority of
computer games coming out today are
fundamentally the same as they were in the 1980s.
These include products such as flight simulators,
role-playing games, strategic war-games and
puzzles. The major difference is that today’s
games have been embellished with state of the art
technologies in graphics, animation and sound.
These new generations of PC purchasers were not
interested in the games in the past (let alone
computers) and neither are they now.
In order to create a virtual experience that
suspends disbelief the user needs to be provided
with a rich, deep and emotional interactive
environment (Murray 1998). The user loses
interest quickly in a world where they can only
point and click or is presented with a limited
number of plot development branches.
The distinction between current predictable
mindless artificial life forms and what computer
users really want to correlate with is the experience
of interacting with something that is truly alive